Magmin
The magmin is a Small elemental of challenge rating 1/2 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Magmin
- Size and type
- Small elemental
- Challenge
- 1/2 (100 XP)
- Armour class
- 14
- Hit points
- 9 (2d6+2)
- Speed
- 30 ft
- Resistances
- bludgeoning, piercing and slashing from nonmagical attacks
- Damage immunities
- fire
- Senses
- darkvision 60 ft, passive perception 10
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
Page 329.
SRD 5.2.1 (2024)
Magmin
- Size and type
- Small elemental
- Challenge
- 1/2 (100 XP)
- Armour class
- 14
- Hit points
- 13 (3d6+3)
- Speed
- 30 ft
- Damage immunities
- fire
- Senses
- darkvision 60 ft, passive perception 10
Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.
Bonus Actions
Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Page 305.
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